﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;

// 平台类型
public enum PlatformType
{
    iOS = 1,
    Android = 2,
    Editor = 3,
}

// 发布类型
public enum ReleaseType
{
    TEST = 1, // 测试包
    RELEASE = 2, // 正式包
    INNER = 3, // 正式测试包
}

public enum ResourceType
{
    NONE,
    TEXTURE,
    SPRITE,
}

// Lua
public enum LuaArchType
{
    NONE = 0,
    BIT_32 = 1, // 32位
    BIT_64 = 2, // 64位
}

public static class GameDefine
{
    public static Vector2 ScreenSize = new Vector2(640, 960);

    public static float WidthMaxScale = 0.67f;
    public static float StandaloneScale = 0.42f;

    public static int iPhoneX_Top_Height = 54;
    public static int iPhoneX_Botton_Height = 37;

    public static string[][] RoleTarget =
    {
        new[] {TagDefine.Props,TagDefine.Monster},
        new[] {TagDefine.Hero, TagDefine.Guarder},
        new[] {TagDefine.Monster},
    };

    public static string[] GetRoleTarget(CampType camp)
    {
        int index = (int)camp;
        if (index < RoleTarget.Length)
            return RoleTarget[index];
        return null;
    }
}

public static class AnimDefine
{
    public static string Idle = "daiji";
    public static string Attack = "gongji2";
    public static string Run = "pao";
    public static string Hit = "shoujida";
    public static string Dead = "siwang";
    public static string Walk = "zoulu";
    public static string Jump = "tiaoyue";
}

public static class LayerDefine
{
    public static int Obstacle = 1 << 8;
    public static int Creature = 1 << 9;
}

public static class TagDefine
{
    public static string Default = "Default";
    public static string Props = "Props";
    public static string Hero = "Hero";
    public static string Monster = "Monster";
    public static string Guarder = "Guarder";
    public static string Npc = "Npc";
}

//阵营类型
public enum CampType
{
    Own,//我方阵营
    Hostile,//敌方阵营
    Friendly,//友方阵营
    Neutral,//中立阵营
}

public enum UILayer
{
    Bottom,
    Main,
    Popup,
    Tip,
    Top,
}

public enum HeroState
{
    Idle,
    Walk,
    Run,
    Hit,
    Jump,
    Dead,
}

public enum MonsterState
{
    Wait,
    Track,
    Attack,
    Hit,
    Dead,
}